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https://github.com/ZDoom/Raze.git
synced 2025-01-31 20:40:39 +00:00
- Remove GameInterface::getConsoleAngles()
, it's not needed anymore.
This commit is contained in:
parent
3ef431a428
commit
a68fcfc71c
9 changed files with 13 additions and 28 deletions
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@ -1409,17 +1409,6 @@ void GameInterface::FreeLevelData()
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GC::FullGC();
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GC::FullGC();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void GameInterface::doPlayerMovement(const float scaleAdjust)
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{
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gameInput.processMovement(scaleAdjust);
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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// DrawCrosshair
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// DrawCrosshair
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@ -106,7 +106,7 @@ void processCrouchToggle(bool& toggle, ESyncBits& actions, const bool crouchable
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void GameInput::processMovement(const float scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
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void GameInput::processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
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{
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{
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// open up input packet for this session.
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// open up input packet for this session.
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InputPacket thisInput{};
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InputPacket thisInput{};
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@ -158,7 +158,6 @@ void GameInput::processMovement(const float scaleAdjust, const int drink_amt, co
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// directly update player angles if we can.
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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if (scaleAdjust < 1)
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{
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{
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const auto plrAngles = gi->getConsoleAngles();
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
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}
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}
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@ -171,7 +170,7 @@ void GameInput::processMovement(const float scaleAdjust, const int drink_amt, co
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void GameInput::processVehicle(const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
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void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
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{
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{
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// open up input packet for this session.
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// open up input packet for this session.
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InputPacket thisInput{};
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InputPacket thisInput{};
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@ -216,7 +215,6 @@ void GameInput::processVehicle(const float scaleAdjust, const float baseVel, con
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// directly update player angles if we can.
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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if (scaleAdjust < 1)
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{
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{
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const auto plrAngles = gi->getConsoleAngles();
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
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plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
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plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
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}
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}
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@ -75,8 +75,8 @@ public:
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}
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}
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// Prototypes for large member functions.
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// Prototypes for large member functions.
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void processMovement(const float scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
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void processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
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void processVehicle(const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void getInput(const double scaleAdjust, InputPacket* packet = nullptr);
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void getInput(const double scaleAdjust, InputPacket* packet = nullptr);
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};
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};
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@ -89,8 +89,8 @@ struct PlayerAngles
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DAngle YawSpin;
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DAngle YawSpin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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friend void GameInput::processMovement(const float scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale);
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friend void GameInput::processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale);
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friend void GameInput::processVehicle(const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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friend void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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// Prototypes.
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// Prototypes.
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void doPitchKeys(InputPacket* const input);
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void doPitchKeys(InputPacket* const input);
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@ -101,7 +101,6 @@ struct GameInterface
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virtual DAngle playerPitchMin() { return DAngle::fromDeg(57.375); }
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virtual DAngle playerPitchMin() { return DAngle::fromDeg(57.375); }
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virtual DAngle playerPitchMax() { return DAngle::fromDeg(-57.375); }
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virtual DAngle playerPitchMax() { return DAngle::fromDeg(-57.375); }
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virtual DCoreActor* getConsoleActor() = 0;
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virtual DCoreActor* getConsoleActor() = 0;
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virtual PlayerAngles* getConsoleAngles() = 0;
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virtual void ToggleThirdPerson() = 0;
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virtual void ToggleThirdPerson() = 0;
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virtual void SwitchCoopView() { Printf("Unsupported command\n"); }
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virtual void SwitchCoopView() { Printf("Unsupported command\n"); }
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virtual void ToggleShowWeapon() { Printf("Unsupported command\n"); }
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virtual void ToggleShowWeapon() { Printf("Unsupported command\n"); }
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@ -119,7 +118,7 @@ struct GameInterface
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virtual bool WantEscape() { return false; }
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virtual bool WantEscape() { return false; }
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virtual void StartSoundEngine() = 0;
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virtual void StartSoundEngine() = 0;
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virtual void reapplyInputBits(InputPacket* const input) = 0;
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virtual void reapplyInputBits(InputPacket* const input) = 0;
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virtual void doPlayerMovement(const float scaleAdjust);
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virtual void doPlayerMovement(const float scaleAdjust) = 0;
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virtual FString statFPS()
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virtual FString statFPS()
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{
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{
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@ -131,7 +131,6 @@ struct GameInterface : public ::GameInterface
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DAngle playerPitchMin() override { return DAngle::fromDeg(54.575); }
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DAngle playerPitchMin() override { return DAngle::fromDeg(54.575); }
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DAngle playerPitchMax() override { return DAngle::fromDeg(-43.15); }
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DAngle playerPitchMax() override { return DAngle::fromDeg(-43.15); }
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DCoreActor* getConsoleActor() override { return gPlayer[myconnectindex].actor; }
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DCoreActor* getConsoleActor() override { return gPlayer[myconnectindex].actor; }
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PlayerAngles* getConsoleAngles() override { return &gPlayer[myconnectindex].Angles; }
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void ToggleThirdPerson() override;
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void SwitchCoopView() override;
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void ToggleShowWeapon() override;
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void ToggleShowWeapon() override;
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@ -146,6 +145,7 @@ struct GameInterface : public ::GameInterface
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void RemoveQAVInterpProps(const int res_id) override;
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void RemoveQAVInterpProps(const int res_id) override;
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void StartSoundEngine() override;
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void StartSoundEngine() override;
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void reapplyInputBits(InputPacket* const input) override { input->actions |= gPlayer[myconnectindex].input.actions & ~(SB_BUTTON_MASK | SB_RUN | SB_WEAPONMASK_BITS); }
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void reapplyInputBits(InputPacket* const input) override { input->actions |= gPlayer[myconnectindex].input.actions & ~(SB_BUTTON_MASK | SB_RUN | SB_WEAPONMASK_BITS); }
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void doPlayerMovement(const float scaleAdjust) override { gameInput.processMovement(&gPlayer[myconnectindex].Angles, scaleAdjust); }
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GameStats getStats() override;
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GameStats getStats() override;
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};
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};
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@ -53,7 +53,6 @@ struct GameInterface : public ::GameInterface
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void LevelCompleted(MapRecord* map, int skill) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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DCoreActor* getConsoleActor() override { return ps[myconnectindex].GetActor(); }
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DCoreActor* getConsoleActor() override { return ps[myconnectindex].GetActor(); }
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PlayerAngles* getConsoleAngles() override { return &ps[myconnectindex].Angles; }
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void ToggleThirdPerson() override;
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void SwitchCoopView() override;
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void ToggleShowWeapon() override;
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void ToggleShowWeapon() override;
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@ -525,11 +525,11 @@ void GameInterface::doPlayerMovement(const float scaleAdjust)
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const auto canTurn = p->OnMotorcycle || p->MotoSpeed || p->moto_drink;
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const auto canTurn = p->OnMotorcycle || p->MotoSpeed || p->moto_drink;
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const auto attenuate = p->OnMotorcycle && p->MotoSpeed <= 0;
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const auto attenuate = p->OnMotorcycle && p->MotoSpeed <= 0;
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gameInput.processVehicle(scaleAdjust, baseVel, velScale, canMove, canTurn, attenuate);
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gameInput.processVehicle(&p->Angles, scaleAdjust, baseVel, velScale, canMove, canTurn, attenuate);
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}
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}
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else
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else
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{
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{
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gameInput.processMovement(scaleAdjust, p->drink_amt);
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gameInput.processMovement(&p->Angles, scaleAdjust, p->drink_amt);
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}
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}
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}
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}
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@ -234,12 +234,12 @@ struct GameInterface : public ::GameInterface
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DAngle playerPitchMin() override { return DAngle::fromDeg(49.5); }
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DAngle playerPitchMin() override { return DAngle::fromDeg(49.5); }
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DAngle playerPitchMax() override { return DAngle::fromDeg(-49.5); }
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DAngle playerPitchMax() override { return DAngle::fromDeg(-49.5); }
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DCoreActor* getConsoleActor() override { return PlayerList[nLocalPlayer].pActor; }
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DCoreActor* getConsoleActor() override { return PlayerList[nLocalPlayer].pActor; }
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PlayerAngles* getConsoleAngles() override { return &PlayerList[nLocalPlayer].Angles; }
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void ToggleThirdPerson() override;
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void ToggleThirdPerson() override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac) override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac) override;
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int GetCurrentSkill() override;
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int GetCurrentSkill() override;
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void StartSoundEngine() override;
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void StartSoundEngine() override;
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void reapplyInputBits(InputPacket* const input) override { input->actions |= PlayerList[nLocalPlayer].input.actions & SB_CENTERVIEW; }
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void reapplyInputBits(InputPacket* const input) override { input->actions |= PlayerList[nLocalPlayer].input.actions & SB_CENTERVIEW; }
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void doPlayerMovement(const float scaleAdjust) override { gameInput.processMovement(&PlayerList[nLocalPlayer].Angles, scaleAdjust); }
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::GameStats getStats() override;
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::GameStats getStats() override;
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};
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};
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@ -1878,7 +1878,6 @@ struct GameInterface : public ::GameInterface
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void NewGame(MapRecord *map, int skill, bool) override;
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void NewGame(MapRecord *map, int skill, bool) override;
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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DCoreActor* getConsoleActor() override { return Player[myconnectindex].actor; }
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DCoreActor* getConsoleActor() override { return Player[myconnectindex].actor; }
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PlayerAngles* getConsoleAngles() override { return &Player[myconnectindex].Angles; }
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void ToggleThirdPerson() override;
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void SwitchCoopView() override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double smoothRatio) override;
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double smoothRatio) override;
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@ -1891,7 +1890,8 @@ struct GameInterface : public ::GameInterface
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void reapplyInputBits(InputPacket* const input) override { input->actions |= Player[myconnectindex].input.actions & SB_CENTERVIEW; }
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void reapplyInputBits(InputPacket* const input) override { input->actions |= Player[myconnectindex].input.actions & SB_CENTERVIEW; }
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void doPlayerMovement(const float scaleAdjust) override
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void doPlayerMovement(const float scaleAdjust) override
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{
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{
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gameInput.processMovement(scaleAdjust, 0, !Player[myconnectindex].sop, Player[myconnectindex].sop_control ? 3. / 1.40625 : 1.);
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const auto pp = &Player[myconnectindex];
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gameInput.processMovement(&pp->Angles, scaleAdjust, 0, !pp->sop, pp->sop_control ? (3. / 1.40625) : 1.);
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}
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}
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